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Magic Of Incarnum?
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<blockquote data-quote="Aleolus" data-source="post: 3639888" data-attributes="member: 53423"><p>Can do.</p><p></p><p>Lawful Good</p><p>Aasimar (LA bought off)</p><p>Soulborn 8, Incarnum Blade 1</p><p>Str 16, Dex 16, Con 18, Int 15, Wis 15, Cha 16</p><p>AC 18 (+5 armor, +3 dex) Touch 13, Flatfooted 18</p><p>Fort +7, Ref +5, Will +3</p><p>BAB +8/+3</p><p>Grapple +11</p><p>Weapons: Rapier with the Flaming property, longsword, and a light crossbow</p><p>Armor: Breastplate (-2ACP)</p><p>Total Essentia Pool: 7</p><p>Skills: Climb +7, Concentration +9, Diplomacy +7, Heal +10, Knowledge (Arcana) +7, Knowledge (The Planes) +8, Listen +4, Ride +9, Spellcraft +6, Swim +5</p><p>HP: 85</p><p>Initiative: +5</p><p>Skill Tricks: Healing Hands (On a successful Heal check to stabalize a dying character, that char regains 1d6 HP)</p><p>Possesions: 100ft Hempen rope, Flint and Steel, 5 days worth of trail rations</p><p>Languages: Common, Celestial, Elven, Dwarvish</p><p>Money: 8290 GP</p><p>Feats: Sapphire Smite (3 points Essentia invested), Bonus Essentia, Quick Draw, Healing Soul (2 points Essentia), Power Attack</p><p>Class Features: Smite Opposition 5/day (2 from class levels, +3 from Sapphire Smite) Incarnum Defence (Immunity to fear)</p><p>Affiliations: Fist of Valor (the church of Heironeous), Aff score of 5</p><p>Racial Traits: Darkvision 60ft, Daylight 1/day, Resistance acid/5, cold/5, electricity/5, +2 listen and spot checks</p><p>Soulmelds formed and effect:</p><p>Impulse Boots (Feet, bound, 1 point essentia): Uncanny Dodge, Evasion, +1 reflex saves (from the essentia)</p><p>Bluesteel Bracers (Arms, 1 point essentia): +2 initiative, +1 damage rolls (from essentia)</p><p>Magic items on person: Gauntlets of Valor (+1 melee damage rolls, +3 if deity grants War domain and are using deities favored weapon)</p></blockquote><p></p>
[QUOTE="Aleolus, post: 3639888, member: 53423"] Can do. Lawful Good Aasimar (LA bought off) Soulborn 8, Incarnum Blade 1 Str 16, Dex 16, Con 18, Int 15, Wis 15, Cha 16 AC 18 (+5 armor, +3 dex) Touch 13, Flatfooted 18 Fort +7, Ref +5, Will +3 BAB +8/+3 Grapple +11 Weapons: Rapier with the Flaming property, longsword, and a light crossbow Armor: Breastplate (-2ACP) Total Essentia Pool: 7 Skills: Climb +7, Concentration +9, Diplomacy +7, Heal +10, Knowledge (Arcana) +7, Knowledge (The Planes) +8, Listen +4, Ride +9, Spellcraft +6, Swim +5 HP: 85 Initiative: +5 Skill Tricks: Healing Hands (On a successful Heal check to stabalize a dying character, that char regains 1d6 HP) Possesions: 100ft Hempen rope, Flint and Steel, 5 days worth of trail rations Languages: Common, Celestial, Elven, Dwarvish Money: 8290 GP Feats: Sapphire Smite (3 points Essentia invested), Bonus Essentia, Quick Draw, Healing Soul (2 points Essentia), Power Attack Class Features: Smite Opposition 5/day (2 from class levels, +3 from Sapphire Smite) Incarnum Defence (Immunity to fear) Affiliations: Fist of Valor (the church of Heironeous), Aff score of 5 Racial Traits: Darkvision 60ft, Daylight 1/day, Resistance acid/5, cold/5, electricity/5, +2 listen and spot checks Soulmelds formed and effect: Impulse Boots (Feet, bound, 1 point essentia): Uncanny Dodge, Evasion, +1 reflex saves (from the essentia) Bluesteel Bracers (Arms, 1 point essentia): +2 initiative, +1 damage rolls (from essentia) Magic items on person: Gauntlets of Valor (+1 melee damage rolls, +3 if deity grants War domain and are using deities favored weapon) [/QUOTE]
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